• 根据《python编程-从入门到实践》书籍中的项目改编

  • 分为9个部分,主函数和其他参数的具体函数

  • 用到的图片 cxk.bmp 和 ship.bmp (后缀为bmp,即位图)
  • 游戏界面展示:
  • 主函数 skr_jinitaimei.py
import  sys
from settings import Settings
import pygame
from  ship import Ship
import game_functions as gf
from pygame.sprite import Group
from cxk import Cxk
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard

def run_game():
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("鳗鲲大战")
    #创建一个用于存储游戏统计信息的实例
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    ship = Ship(ai_settings, screen)
    #创建一个用于存储子弹的编组
    bullets = Group()
    cxks = Group()
    #创建坤群
    gf.create_fleet(ai_settings, screen, ship, cxks)
    #创建play按钮
    play_button = Button(ai_settings, screen, "Play")

    while True:
        gf.check_events(ai_settings, screen, stats, sb, play_button, ship, cxks, bullets)
        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings, screen, stats, sb, ship,   cxks, bullets)
            gf.update_cxks(ai_settings,screen, stats, sb, ship, cxks, bullets)

        gf.update_screen(ai_settings, screen, stats, sb, ship, cxks, bullets, play_button)
run_game()

 

  •  其余都是各类参数 (cxk,子弹,设置,分数等等)
  • 蔡徐坤的函数设置 cxk.py
import  pygame
from pygame.sprite import Sprite

class Cxk(Sprite):
    '''表示一个蔡徐坤的类'''

    def __init__(self, ai_settings, screen):
        '''初始化蔡徐坤并设置起始位置'''
        super(Cxk, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        #加载蔡徐坤图像,设置rect属性
        self.image = pygame.image.load('images/cxk.bmp')
        self.rect = self.image.get_rect()

        #每个蔡徐坤最初都在屏幕左上角附近
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height

        self.x = float(self.rect.x)

    def blitme(self):
        '''指定位置画出蔡徐坤'''
        self.screen.blit(self.image, self.rect)

    def update(self):
        self.x += (self.ai_settings.cxk_speed_factor * self.ai_settings.fleet_direction)
        self.rect.x = self.x

    def check_edges(self):
        '''如果cxk位于边缘,就返回True'''
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return True

 

 

  •  子弹 bullet.py
import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
    '''一个对飞船发射的子弹进行管理的类'''

    def __init__(self, ai_settings, screen, ship):
        '''在飞船所处的位置创建一个子弹对象'''
        super(Bullet, self).__init__()
        self.screen = screen

        #在(0,0)处创建一个表示子弹的矩形 , 再设置正确的位置
        self.rect = pygame.Rect(0, 0, ai_settings.bullet_width,
                                ai_settings.bullet_height)
        self.rect.centerx = ship.rect.centerx
        self.rect.top = ship.rect.top
        #存储用小数表示的子弹位置
        self.y = float(self.rect.y)
        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor

    def update(self):
        '''向上移动子弹'''
        self.y -= self.speed_factor
        self.rect.y = self.y

    def draw_bullet(self):
        '''在屏幕上绘制子弹'''
        pygame.draw.rect(self.screen, self.color, self.rect)
  •  按钮 button.py
import pygame.font

class Button():

    def __init__(self, settings, screen, msg):
        '''初始化按钮的属性'''
        self.screen = screen
        self.screen_rect = screen.get_rect()

        #设置按钮的尺寸和其他属性
        self.width, self.height = 200 ,50
        self.button_color = (0, 255, 0)
        self.text_color = (255, 255, 255)
        self.font = pygame.font.SysFont('arial', 36)

        #创建按钮的rect对象, 并使其居中
        self.rect = pygame.Rect(0, 0, self.width, self.height)
        self.rect.center = self.screen_rect.center

        #按钮的标签只需创建一次
        self.prep_msg(msg)

    def prep_msg(self, msg):
        '''将msg渲染为图像,并使其在按钮上居中'''
        self.msg_image = self.font.render(msg, True, self.text_color,self.button_color)
        self.msg_image_rect = self.msg_image.get_rect()
        self.msg_image_rect.center = self.rect.center

    def draw_button(self):
        #绘制一个用颜色填充的按钮, 再绘制文本
        self.screen.fill(self.button_color, self.rect)
        self.screen.blit(self.msg_image, self.msg_image_rect)
  •  初始化与进程管理 game_stats.py
class GameStats():
    '''跟踪游戏的统计信息'''

    def __init__(self, ai_settings):
        '''初始化统计信息'''
        self.ai_settings = ai_settings
        self.reset_stats()
        #游戏刚启动时处于非活动状态
        self.game_active = False
        #最高分的存储
        self.high_score = 0

    def reset_stats(self):
        '''初始化在游戏运行期间可能变化的统计信息'''
        self.ships_left = self.ai_settings.ship_limit
        self.score = 0
        self.level = 1
  •  分数 scoreboard.py
import pygame.font
from pygame.sprite import Group

from ship import Ship

class Scoreboard():
    '''显示得分信息的类'''

    def __init__(self, ai_settings, screen, stats):
        '''初始化显示得分涉及的属性'''
        self.screen = screen
        self.screen_rect = screen.get_rect()
        self.ai_settings = ai_settings
        self.stats = stats

        #显示得分信息时使用的字体设置
        self.text_color = (30, 30, 30)
        self.font = pygame.font.SysFont(None, 48)

        #准备初始化得分图像
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()

    def prep_score(self):
        """将得分转换成一幅渲染的图像"""
        rounded_score = round(self.stats.score, -1)
        score_str = "{:,}".format(rounded_score)
        self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)

        #将得分放在屏幕右上角
        self.score_rect = self.score_image.get_rect()
        self.score_rect.right = self.screen_rect.right - 20
        self.score_rect.top = 20

    def show_score(self):
        '''在屏幕上显示得分和最高分'''
        self.screen.blit(self.score_image, self.score_rect)
        self.screen.blit(self.high_score_image, self.high_score_rect)
        self.screen.blit(self.level_image, self.level_rect)
        self.ships.draw(self.screen)


    def prep_high_score(self):
        '''将最高得分转换为渲染的图像'''
        high_score = round(self.stats.high_score, -1)
        high_score_str = "{:,}".format(high_score)
        self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_settings.bg_color)

        #将最高分放在屏幕顶部中央
        self.high_score_rect = self.high_score_image.get_rect()
        self.high_score_rect.centerx = self.screen_rect.centerx
        self.high_score_rect.top = self.score_rect.top

    def prep_level(self):
        '''等级渲染'''
        self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)

        #等级放在得分下面
        self.level_rect = self.level_image.get_rect()
        self.level_rect.right = self.score_rect.right
        self.level_rect.top = self.score_rect.bottom + 10

    def prep_ships(self):
        '''剩余多少大碗宽面'''
        self.ships = Group()
        for ship_number in range(self.stats.ships_left):
            ship = Ship(self.ai_settings, self.screen)
            ship.rect.x = 10 + ship_number * ship.rect.width
            ship.rect.y = 10
            self.ships.add(ship)
  •  设置(速度啊 子弹大小啊 ,蔡徐坤扭动的速度啊。。。) settings.py
class Settings():
    '''存储游戏的所有设置的类'''

    def __init__(self):
        '''初始化游戏的静态设置'''
        #屏幕设置
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230, 230 , 230)
        self.ship_speed_factor = 1.5
        self.ship_limit = 3
        #子弹设置
        self.bullet_speed_factor = 3
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = 60, 60, 60
        self.bullets_allowed = 3
        self.cxk_speed_factor = 1
        self.fleet_drop_speed = 10
        #fleet_direction为1表示向右移,位-1表示向左移
        self.fleet_direction = 1
        #加快游戏节奏
        self.speedup_scale = 1.1
        #蔡徐坤点数的提高速度
        self.score_scale = 1.5

        self.initialize_dynamic_settings()

    def initialize_dynamic_settings(self):
        '''初始化随游戏进行而变化的设置'''
        self.ship_speed_factor = 1.5
        self.bullet_speed_factor = 3
        self.cxk_speed_factor = 1

        #fleet_direction为1表示向右;为-1表示向左
        self.fleet_direction = 1
        #记分
        self.cxk_points = 50

    def increase_speed(self):
        '''提高速度和蔡徐坤的设置'''
        self.ship_speed_factor *= self.speedup_scale
        self.bullet_speed_factor *= self.speedup_scale
        self.cxk_speed_factor *= self.speedup_scale

        self.cxk_points = int(self.cxk_points * self.score_scale)
  •  飞船(大碗宽面) ship.py
import  pygame
from pygame.sprite import Sprite

class Ship(Sprite):
    def __init__(self, ai_settings, screen):
        '''初始化飞船并设置其初始位置'''
        super(Ship, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        self.image = pygame.image.load('images/ship.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom

        #在飞船的属性center中存储小数值
        self.center = float(self.rect.centerx)

        #移动标志
        self.moving_right = False
        self.moving_left = False

    def update(self):
        '''根据移动标志调整飞船的位置'''
        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.center += self.ai_settings.ship_speed_factor
        if self.moving_left and self.rect.left > 0:
            self.center -= self.ai_settings.ship_speed_factor
        self.rect.centerx = self.center

    def blitme(self):
        '''在指定位置绘制飞船'''
        self.screen.blit(self.image, self.rect)

    def center_ship(self):
        '''让吴亦凡在屏幕上居中'''
        self.center = self.screen_rect.centerx
  •  游戏玩法(最重要的函数,核心 ) game_functions.py
  • 报错报得想锤人 理清楚这个真不容易
import  sys
from  bullet import Bullet
import pygame
from cxk import Cxk
from time import sleep

def check_keydown_events(event, ai_settings, screen, ship, bullets):
    '''响应按键'''
    if event.key == pygame.K_RIGHT:
        ship.moving_right = True
    elif event.key == pygame.K_LEFT:
        ship.moving_left = True
    elif event.key == pygame.K_SPACE:
        fire_bullet(ai_settings, screen, ship, bullets)
    elif event.key == pygame.K_q:
        sys.exit()


def check_keyup_events(event, ship):
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    elif event.key == pygame.K_LEFT:
        ship.moving_left = False


def check_events(ai_settings, screen, stats, sb, play_button, ship, cxks, bullets):
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()

        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event, ai_settings, screen, ship, bullets)
        elif event.type == pygame.KEYUP:
            check_keyup_events(event, ship)
        elif event.type == pygame.MOUSEBUTTONDOWN:
            mouse_x, mouse_y = pygame.mouse.get_pos()
            check_play_button(ai_settings, screen, stats, sb, play_button, ship, cxks, bullets, mouse_x, mouse_y)

def check_play_button(ai_settings, screen, stats, sb, play_button, ship, cxks, bullets, mouse_x, mouse_y):
    '''在玩家单价Play按钮时开始新游戏'''
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if button_clicked and not stats.game_active:
        #重置游戏设置
        ai_settings.initialize_dynamic_settings()
        #隐藏光标
        pygame.mouse.set_visible(False)
        #重置游戏统计信息
        stats.reset_stats()
        stats.game_active = True

        #重置记分牌图像
        sb.prep_score()
        sb.prep_high_score()
        sb.prep_level()
        sb.prep_ships()

        #清空外星人列表和子弹列表
        cxks.empty()
        bullets.empty()

        #创建一群新的外星人, 并让飞船居中
        create_fleet(ai_settings, screen, ship , cxks)
        ship.center_ship()


def update_screen(ai_settings, screen, stats, sb, ship, cxks, bullets, play_button):
    '''更新屏幕上的图像,并切换到新屏幕'''
    #每次循环时都重绘屏幕
    screen.fill(ai_settings.bg_color)
    #在飞船和外星人后面重绘所有子弹
    for bullets in bullets.sprites():
        bullets.draw_bullet()
    ship.blitme()
    cxks.draw(screen)
    #显示得分
    sb.show_score()
    #如果游戏处于非活动状态,就绘制play按钮
    if not stats.game_active:
        play_button.draw_button()
    pygame.display.flip()

def update_bullets(ai_settings, screen, stats, sb, ship, cxks, bullets):
    '''更新子弹的位置, 并删除已消失的子弹'''

    #删除已消失的子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    check_bullet_cxk_collisions(ai_settings, screen, stats, sb, ship, cxks, bullets)

def check_bullet_cxk_collisions(ai_settings, screen, stats, sb, ship, cxks, bullets):
    #更新子弹的位置
    bullets.update()
    collisions = pygame.sprite.groupcollide(bullets, cxks, True, True)
    if collisions:
        for cxks in collisions.values():
            stats.score += ai_settings.cxk_points * len(cxks)
            sb.prep_score()
        check_high_score(stats, sb)
    if len(cxks) == 0:
        bullets.empty()
        ai_settings.increase_speed()

        #提高等级
        stats.level += 1
        sb.prep_level()
        create_fleet(ai_settings, screen, ship, cxks)




def fire_bullet(ai_settings, screen, ship, bullets):
    '''如果没有到达限制, 就发射一颗子弹'''
    #创建一个子弹, 并将其加入到编组bullet中
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)

def create_fleet(ai_settings, screen, ship, cxks):
    '''创建坤群'''
    cxk = Cxk(ai_settings, screen)
    number_cxks_x = get_number_cxks_x(ai_settings, cxk.rect.width)
    number_rows = get_number_rows(ai_settings, ship.rect.height,cxk.rect.height)
    for row_number in range(number_rows):
        for cxk_number in range(number_cxks_x):
            create_cxk(ai_settings, screen, cxks, cxk_number, row_number)

def create_cxk(ai_settings, screen, cxks, cxk_number, row_number):
    '''创建一个cxk并放在首行'''
    cxk = Cxk(ai_settings, screen)
    cxk_width = cxk.rect.width
    cxk.x = cxk_width + 2 * cxk_width * cxk_number
    cxk.rect.x = cxk.x
    cxk.rect.y = cxk.rect.height + 2 * cxk.rect.height * row_number
    cxks.add(cxk)

def get_number_cxks_x(ai_settings, cxk_width):
    '''计算每行可以容纳多少个cxk'''
    available_space_x = ai_settings.screen_width - 2 * cxk_width
    number_cxks_x = int(available_space_x / (2 * cxk_width))
    return number_cxks_x

def get_number_rows(ai_settings, ship_height, cxk_height):
    '''计算可以容纳多少个cxk'''
    available_space_y = (ai_settings.screen_height - (3 * cxk_height) - ship_height)
    number_rows = int(available_space_y / (2 * cxk_height))
    return number_rows

def update_cxks(ai_settings, screen,stats, sb, ship, cxks, bullets):
    check_fleet_edges(ai_settings, cxks)
    check_cxks_bottom(ai_settings, screen, stats, sb, ship, cxks, bullets)
    cxks.update()


    #检测碰撞
    if pygame.sprite.spritecollideany(ship, cxks):
        ship_hit(ai_settings, screen, stats, sb, ship, cxks, bullets)
    check_cxks_bottom(ai_settings, screen, stats, sb, ship, cxks, bullets)

def check_fleet_edges(ai_settings, cxks):
    for cxk in cxks.sprites():
        if cxk.check_edges():
            change_fleet_direction(ai_settings, cxks)
            break

def change_fleet_direction(ai_settings, cxks):
    for cxk in cxks.sprites():
        cxk.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1

def ship_hit(ai_settings, screen,stats, sb, ship, cxks, bullets):
    '''响应被cxk撞到的吴亦凡'''
    if stats.ships_left > 0:
        #将ships_left减1
        stats.ships_left -= 1

        #更新记分牌
        sb.prep_ships()

        #清空cxk列表和子弹列表
        cxks.empty()
        bullets.empty()

        #创建一群新的cxk,并将吴亦凡放到屏幕地段中央
        create_fleet(ai_settings, screen, ship, cxks)
        ship.center_ship()

        #暂停
        sleep(0.5)
    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)

def check_cxks_bottom(ai_settings, screen, stats, sb, ship, cxks, bullets):
    '''检查是否有cxk到达了屏幕低端'''
    screen_rect = screen.get_rect()
    for cxk in cxks.sprites():
        if cxk.rect.bottom >= screen_rect.bottom:
            ship_hit(ai_settings, screen, stats, sb, ship, cxks, bullets)
            break

def check_high_score(stats, sb):
    '''检查是否诞生了新的最高分'''
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()